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Dealmasters, Take the Field!


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I came up with these cards, they are already made, they just don't have any pictures, so I'm posting them here. This is my first time, so I would love to know where I stand already. The cards mainly activate when you shuffle them into your deck, or just shuffle them in themselves. I thought of them as like well dressed magicians with like top hats and fedoras. Would love proofreading and hope to get pictures and get this started. I'm sorry if you think this looks sloppy or something, it's my first time posting a series. So, without further wait, here are the cards.

 

Monsters:

 

Dealmaster Poker: Fire Spellcaster Level 2 Tuner. 700 atk, 600 def. When this card is used for a Synchro Summon, shuffle 1 "Dealmaster" monster from your Graveyard to your Deck.

 

 

Dealmaster Redguard: Fire Spellcaster Level 4 monster. 1500 atk, 1400 def .When this card is Normal Summoned: You can add 1 Spell card to your hand. When this card is shuffled into the Deck: You can add 1 Spell card to your hand.

 

 

Dealmaster Shuffler: Fire Spellcaster Level 1 monster: 200 atk, 100 def. When this card is sent to the Graveyard, you can shuffle 1 "Dealmaster" Monster from your Graveyard into your Deck. You can shuffle this card from your Graveyard into your Deck to shuffle 1 "Dealmaster" Monster from your Graveyard to your Deck.

 

 

Dealmaster Blackjack: Fire Spellcaster Level 4 monster: 1700 atk, 1600 def. When this card is shuffled into the Deck: Special Summon 1 level 4 or lower "Dealmaster" Monster from your hand or Graveyard.

 

 

Dealmaster Bustman: Fire Spellcaster Level 3 Tuner: 1400 atk, 1300 def. If this card is used for a Synchro Summon: Draw 1 card. If this card is shuffled into the Deck: Draw 1 card.

 

 

Dealmaster Twopair: Fire Spellcaster Level 2 monster: 1000 atk, 700 def. When this card is Normal Summoned: Add 1 "Dealmaster" Monster from your deck to your hand, except "Dealmaster Twopair". When this card is shuffled into the Deck: Add  1 "Dealmaster" Monster from your deck to your hand, except "Dealmaster Twopair".

 

 

Dealmaster Jackblader: Fire Spellcaster Level 6 monster: 2400 atk, 2100 def. You can Special Summon this card by shuffling 1 face-up "Dealmaster" Monster on the field into your deck.

 

 

Dealmaster Anteknight: Fire Spellcaster Level 5 monster: 2100 atk, 1700 def. Once per turn, you can shuffle 1 "Dealmaster" Monster from your Field or hand into your Deck.

 

 

Dealmaster Fullhouse: Fire Spellcaster level 7 monster: 2800 atk, 2100 def. Once per turn, you can shuffle 1 "Dealmaster" Monster from your Graveyard to your Deck.

 

 

Dealmaster Suitor: Fire Spellcaster level 6 Synchro: 2400 atk, 1700 def. 1 Tuner + 1 or more non-Tuner Spellcaster-type monsters

Once per turn: You can discard a "Dealmaster" card to the Graveyard to shuffle a "Deal Trick" Continuous Spell card from your Graveyard into the deck.

 

 

Dealmaster Spade Ace: Fire Spellcaster level 7 Synchro: 2600 atk, 2100 def. 1 Tuner + 1 or more non-Tuner Spellcaster-type monsters

When this card is Synchro Summoned: you can shuffle 1 "Dealmaster" from your Graveyard into your Deck. You can banish "Deal Trick-Spade Slasher" from your Graveyard to discard 2 cards from your opponent's hand.
 
 
Dealmaster Club Ace: Fire Spellcaster level 8 Synchro: 2800 atk, 2100 def. 1 Tuner + 1 or more non-Tuner Spellcaster-type monsters
When this card is Synchro Summoned: you can shuffle 1 "Dealmaster" from your Graveyard into your Deck. You can banish "Deal Trick-Club Stun" from your Graveyard to change all your opponent's monsters to face-up defense position(Flip effects are not activated).
 
 
Dealmaster Diamond Ace: Fire Spellcaster level 9 Synchro: 3000 atk, 2100 def. 1 Tuner + 1 or more non-Tuner Spellcaster-type monsters
When this card is Synchro Summoned: you can shuffle 1 "Dealmaster" from your Graveyard into your Deck. You can banish "Deal Trick-Diamond Blazer" from your Graveyard to deal 1000 points of damage to your opponent. This card cannot attack the turn you activate this effect.
 
 
Dealmaster Heart Ace: Fire Spellcaster level 10 Synchro: 3200 atk, 2100 def. 1 Tuner + 1 or more non-Tuner Spellcaster-type monsters
When this card is Synchro Summoned: you can shuffle 1 "Dealmaster" from your Graveyard into your Deck. You can banish "Deal Trick-Heart Breaker" from your Graveyard to shuffle all Spell and Trap cards on your opponent's side of the field into their deck. This card cannot attack the turn you use this effect.
 
 
Flaire, Golden Dragon of Wealth: Fire Dragon level 10 monster: 3600 atk, 2100 def. While "Deal Zone Palace" is on the field, you can Special Summon this card by shuffling 3 cards from your hand into the Deck. This card is treated as a Spellcaster-type monster while in your Graveyard. When a card(s) is shuffled into your Deck while this card is face-up on the field: you gain 300 Life Points. You can summon "Dealmaster" Monsters with 1 less tribute while this monster is face-up on the field.
 
 
Dealmaster Joker Kingpin: Fire Spellcaster level 11 Synchro: 0 atk, 3500 def. 1 "Dealmaster" Tuner + 1 or more non-Tuner Spellcaster-type monsters.
Once per turn, you can activate one of these effects.
-You can shuffle one "Dealmaster" monster from your hand, field or Graveyard into your deck.
-You can add one "Dealmaster" monster from your deck to your hand.
 
Spells:
 
Deal Trick-Card to Hat, normal Spell: Both players shuffle 1 card from their hand into their Decks.
 
 
Deal Trick-Card From Sleeve, normal Spell: Discard 1 "Dealmaster" monster to draw 2 cards.
 
 
Deal Trick-Dealmaster Pickup, normal Spell: Discard any number of "Dealmaster" monsters to your grave. Then, Shuffle up to that many "Dealmaster" monsters from your Graveyard into the deck, except the ones you discarded.
 
 
Deal Trick-Spade Slasher, Continuous spell: Once per turn, when you shuffle a card(s) into your Deck, your opponent discards 1 card.
 
 
Deal Trick-Club Stun, Continuous spell: Up to twice per turn, when you shuffle a card(s) into your Deck, change 1 of your opponent's monsters to face-up defense position(Flip effects are not activated).
 
 
Deal Trick-Diamond Blazer, Continuous spell: When you shuffle a card(s) into your Deck, Your opponent takes 300 points of damage.
 
 
Deal Trick-Heart Breaker, Continuous spell: Up to twice per turn, when you shuffle a card(s) into your Deck, shuffle 1 Spell or Trap card on your opponent's side of the field into their Deck.
 
 
Deal Zone Palace, Field spell: All "Dealmaster" Monsters gain 300 ATK and DEF points. Once per turn, you can shuffle one card from your Graveyard into your Deck.
 
 
Trap:
 
Joker Trick, normal Trap: Activate when a "Dealmaster" is selected as an attack target. Shuffle the attacking monster and a monster from your hand into their owner's Decks.
 
 
Please tell me what you think, both on the cards descriptions and on the way I listed them. I hope this is only the first, with several more to come.
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I haven't read all of these in detail yet, but here is my biggest question: How are you going to get these cards into the Graveyard?

 

if you are making an archetype whose main theme involves shuffling cards in the Graveyard into the Deck, you should make some sort of engine that gets them into the Graveyard in the first place. Deck fattening is always bad, so unless you have good floaters or ways to thin your deck properly, this kind of deck will be inconsistent.

 

Basic suggestions to get these cards in the graveyard:

 

 

"Discard this card to add 1 [card of same name/field spell] from your Deck to your hand, but you cannot [x] during the turn you activate this effect"

 

"Discard 1 "Dealmaster" card. Draw 2 cards."

 

"Reveal 3 "Dealmaster" cards in your extra deck: Your opponent selects 1 of those cards; send it to the Graveyard, and shuffle the rest into the Deck."

 

 

Otherwise, most of these are very interesting, although I'm sure there might be some way to abuse the continuous Spell Cards. Even Pot of Duality, Avarice will trigger their effects.

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I haven't read all of these in detail yet, but here is my biggest question: How are you going to get these cards into the Graveyard?

 

if you are making an archetype whose main theme involves shuffling cards in the Graveyard into the Deck, you should make some sort of engine that gets them into the Graveyard in the first place. Deck fattening is always bad, so unless you have good floaters or ways to thin your deck properly, this kind of deck will be inconsistent.

 

Basic suggestions to get these cards in the graveyard:

 

 

 

 

Otherwise, most of these are very interesting, although I'm sure there might be some way to abuse the continuous Spell Cards. Even Pot of Duality, Avarice will trigger their effects.

 

Thank you very much for pointing this out. I did make most of the effects toward the grave. I thought that Synchro Summoning the Aces(as well as any other Spellcaster type Synchro, I did make this with Solidarity in mind) would be a good way to prep up the grave for the effects. I also thought that Anteknight, Card to Hat, and Joker Trick would be interesting because they use the hand instead. But now I look at the list and there is only one searcher and one draw increase monster. The deck would be thick for most of the duel. A discard to draw card is a pretty good idea for this deck. Maybe an extra searcher would also keep the flow going. As for the continuous spells, I should probably modify Heart Breaker. It's probably overpowered right now, shuffling any card you want on the field away. I'll get to work on it right away.

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  • 2 weeks later...

These seem cool, but they also seem to be overpowered. Also, question, can the "Shuffle from Graveyard to Deck" effects work on the Synchros? 

 

This is my first time, so please be specific on where you think they're overpowered. Yes, I probably need to work on the continuous spells, but other than that, I don't know what's wrong. As for the "shuffle from Graveyard to Deck" effects, I seem to remember Pot of Avarice working like that, but I made sure the Synchros don't have shuffle effects for themselves, so that no confusion would come from that. But I don't think putting a Synchro back to the extra deck would trigger the Deal-Trick Continuous Spells. That's not what I intended at all.

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